﻿#if CONVERT_MODELS
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using static MCSkin3D.ModelLoader;

namespace MCSkin3D.Models.Convert
{
	public class ModelWolf : ModelBase
	{
		/** main box for the wolf head */
		public ModelRenderer wolfHeadMain;

		/** The wolf's body */
		public ModelRenderer wolfBody;

		/** Wolf'se first leg */
		public ModelRenderer wolfLeg1;

		/** Wolf's second leg */
		public ModelRenderer wolfLeg2;

		/** Wolf's third leg */
		public ModelRenderer wolfLeg3;

		/** Wolf's fourth leg */
		public ModelRenderer wolfLeg4;

		/** The wolf's tail */
		ModelRenderer wolfTail;

		/** The wolf's mane */
		ModelRenderer wolfMane;

		public ModelWolf()
		{
			float f = 0.0F;
			float f1 = 13.5F;
			this.wolfHeadMain = new ModelRenderer(this, 0, 0, ModelPart.Head);
			this.wolfHeadMain.addBox(-2.0F, -3.0F, -2.0F, 6, 6, 4, f, "Head");
			this.wolfHeadMain.setRotationPoint(-1.0F, f1, -7.0F);
			this.wolfBody = new ModelRenderer(this, 18, 14, ModelPart.Chest);
			this.wolfBody.addBox(-3.0F, -2.0F, -3.0F, 6, 9, 6, f, "Body");
			this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
			this.wolfMane = new ModelRenderer(this, 21, 0, ModelPart.Head);
			this.wolfMane.addBox(-3.0F, -3.0F, -3.0F, 8, 6, 7, f, "Mane");
			this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F);
			this.wolfLeg1 = new ModelRenderer(this, 0, 18);
			this.wolfLeg1.addBox(0.0F, 0.0F, -1.0F, 2, 8, 2, f, "Back Right Leg");
			this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
			this.wolfLeg2 = new ModelRenderer(this, 0, 18);
			this.wolfLeg2.addBox(0.0F, 0.0F, -1.0F, 2, 8, 2, f, "Back Left Leg");
			this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
			this.wolfLeg3 = new ModelRenderer(this, 0, 18);
			this.wolfLeg3.addBox(0.0F, 0.0F, -1.0F, 2, 8, 2, f, "Front Right Leg");
			this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
			this.wolfLeg4 = new ModelRenderer(this, 0, 18);
			this.wolfLeg4.addBox(0.0F, 0.0F, -1.0F, 2, 8, 2, f, "Front Left Leg");
			this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
			this.wolfTail = new ModelRenderer(this, 9, 18);
			this.wolfTail.addBox(0.0F, 0.0F, -1.0F, 2, 8, 2, f, "Tail");
			this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
			this.wolfHeadMain.setTextureOffset(16, 14).addBox(-2.0F, -5.0F, 0.0F, 2, 2, 1, f, "Ear Right");
			this.wolfHeadMain.setTextureOffset(16, 14).addBox(2.0F, -5.0F, 0.0F, 2, 2, 1, f, "Ear Left");
			this.wolfHeadMain.setTextureOffset(0, 10).addBox(-0.5F, 0.0F, -5.0F, 3, 3, 4, f, "Snout");
		}

#if RENDER
		/**
		 * Sets the models various rotation angles then renders the model.
		 */
		public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
		{
			super.render(entityIn, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale);
			this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);

			if (this.isChild)
			{
				float f = 2.0F;
				GlStateManager.pushMatrix();
				GlStateManager.translate(0.0F, 5.0F * scale, 2.0F * scale);
				this.wolfHeadMain.renderWithRotation(scale);
				GlStateManager.popMatrix();
				GlStateManager.pushMatrix();
				GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
				GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
				this.wolfBody.render(scale);
				this.wolfLeg1.render(scale);
				this.wolfLeg2.render(scale);
				this.wolfLeg3.render(scale);
				this.wolfLeg4.render(scale);
				this.wolfTail.renderWithRotation(scale);
				this.wolfMane.render(scale);
				GlStateManager.popMatrix();
			}
			else
			{
				this.wolfHeadMain.renderWithRotation(scale);
				this.wolfBody.render(scale);
				this.wolfLeg1.render(scale);
				this.wolfLeg2.render(scale);
				this.wolfLeg3.render(scale);
				this.wolfLeg4.render(scale);
				this.wolfTail.renderWithRotation(scale);
				this.wolfMane.render(scale);
			}
		}
#endif

		/**
		 * Used for easily adding entity-dependent animations. The second and third float params here are the same second
		 * and third as in the setRotationAngles method.
		 */
		public void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float p_78086_2_, float p_78086_3_, float partialTickTime)
		{
			EntityWolf entitywolf = (EntityWolf)entitylivingbaseIn;

			if (entitywolf.isAngry())
			{
				this.wolfTail.rotateAngleY = 0.0F;
			}
			else
			{
				this.wolfTail.rotateAngleY = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
			}

			if (entitywolf.isSitting())
			{
				this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
				this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
				this.wolfMane.rotateAngleY = 0.0F;
				this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
				this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
				this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
				this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
				this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
				this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
				this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
				this.wolfLeg3.rotateAngleX = 5.811947F;
				this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
				this.wolfLeg4.rotateAngleX = 5.811947F;
				this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
			}
			else
			{
				this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
				this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
				this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
				this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
				this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
				this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
				this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
				this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
				this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
				this.wolfLeg1.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
				this.wolfLeg2.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
				this.wolfLeg3.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
				this.wolfLeg4.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
			}

			this.wolfHeadMain.rotateAngleZ = entitywolf.getInterestedAngle(partialTickTime) + entitywolf.getShakeAngle(partialTickTime, 0.0F);
			this.wolfMane.rotateAngleZ = entitywolf.getShakeAngle(partialTickTime, -0.08F);
			this.wolfBody.rotateAngleZ = entitywolf.getShakeAngle(partialTickTime, -0.16F);
			this.wolfTail.rotateAngleZ = entitywolf.getShakeAngle(partialTickTime, -0.2F);
		}

		/**
		 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
		 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
		 * "far" arms and legs can swing at most.
		 */
		public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
		{
			this.wolfHeadMain.rotateAngleX = headPitch * 0.017453292F;
			this.wolfHeadMain.rotateAngleY = netHeadYaw * 0.017453292F;
			this.wolfTail.rotateAngleX = ageInTicks;
		}
	}
}
#endif